/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
Find the Custom Event if it already exists in the Blueprint
static [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * FindCustomEventNode ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) const CustomName )